Chronicles of Arax: Solo Adventure Game
Chronicles of Arax: Solo Adventure Game
Chronicles of Arax: Solo Adventure Game
Shane Garvey
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Chronicles of Arax is copyright Crystal Star Games, 2011. All names and places are completely fictional and are not meant to
represent any location or person, living or dead.
Chronicles of Arax is a game where you, the reader, And humanity find themselves sorely pressed on all
takes on the role of a Hero in the world of Arax. It is sides, their cities and towns constantly raided and
your job to fight against evil and injustice, to besieged. The barbaric orc tribes march down from
undertake various Quests to further the goals of the north, pillaging everything in their path. The
good, and hopefully get some fame and loot in the necromantic legions from the southern desert
bargain! kingdoms shamble forward, unrelenting in their
march towards the human lands. Some humans
But Arax is a dark and dangerous world, and death even turn against their own, worshipping demonic
will await you at each turn. The ancient empires of powers in secret and plotting the downfall of their
men, dwarfs and elves are crumbling, beset on all race from within.
sides by the dark hordes of the orcs, goblins, demons
and the undead. But all is not lost. Many Heroes have arisen in these
dark times, men and women, human, elf and dwarf,
The once magnificent elven forests, at one time each of them seeking to turn back the tide of
beautiful, green and lush, are now withering and darkness that threatens to engulf Arax. Will you be
dying, the magically-crafted towers and wondrous one of these Heroes?
tree-cities that lie within broken and shattered. Only
the elven talent at manipulating mana, the magical
force that permeates Arax, has stopped their race
from being wiped out.
There are a few things you will need to have handy You will need a copy of the character sheet found at
in order to play the game. First and foremost is a the end of these rules as well.
copy of these rules. You may print these rules for
your own use, and even give them to friends and Finally, you may wish to purchase some premium
family if you want. content for Chronicles of Arax. This content, available
for $1 each, includes things like new Hero types,
You will need a set of polyhedral dice. This means new Quests, new tables and charts and much, much
you need a d4, d6, d8, d10, d12 and d20 (check out more. All of this is optional however; you can play
the glossary if you are not sure what this means). the game simply with these rules!
Some pens and paper are also necessary.
FIGHTING SKILL
This characteristic measures a Hero’s ability to fight
in battle. The higher this score is, the more likely it
is the Hero will hit and defeat any enemy he
encounters.
MAGIC SKILL
This shows how good the Hero is with magical
powers. It also governs the use of some magical and
enchanted items.
STRENGTH
This characteristic shows how physically powerful
the Hero is. A stronger Hero is able to do more
damage to enemies in hand-to-hand fighting.
All Heroes have another score, Wounds. This is not Your Hero’s Wounds score will change frequently
represented by a die, but rather by a numerical during a Quest. If your Hero’s Wounds score ever
score. A Hero’s starting Wounds score is equal to reaches 0, your Hero has been killed and you must
double the maximum roll on his Endurance die. For start again, with a brand new Hero. If you manage
example, a Hero with Endurance: d6 would have 12 to regain Wounds during a Quest, you may never
Wounds (maximum roll of 6, multiplied by 2 = 12). raise them above your starting score.
! Jarn crept silently through the tunnel, the shutters on his lantern only opened a crack to give him just enough light
to see by, but not enough that he would be spotted by any of the orcs that called these infernal caves home. Why
the orcs had even come here he was unsure; normally, they would have just raided villages and towns on their way
south, stopping only when they were defeated.
Maybe it had something to do with this mage that supposedly led the orcs, he thought to himself. That was
interesting in itself: if the rumours were to be believed, a human sorcerer had forsaken his own race and fled north,
where he now led a band of orcs. It was said that the orcs in these caves were led by this sorcerer.
Rounding a corner, Jarn suddenly came to a wooden door that barred his way onwards. Listening closely, he could
hear a faint sound coming from beyond, but he couldn’t make out what it was. He could either go on, risking
whatever was beyond the door, or trek back the way he had come... the decision was easy.
Trying the door handle, Jarn found it was unlocked. Slowly he twisted it and pushed the door open. To his relief it
swung silently on its hinges, making not even the slightest squeak.
Stepping inside, he surveyed the room. It was dirty and unkempt, and smelt of leather and sweat. A rickety wooden
table stood in the middle of the room, a bowl of stew sitting in the middle of it, besides which lay a dirty wooden
spoon. A mug of half-finished ale rested beside it.
Lying on a pallet of straw was a sleeping orc, battle axe still held in its hand. It was snoring softly, drunk from
drinking too much strong ale with its dinner. It still slept in its armour of studded leather.
A small wooden chest rested at the feet of the sleeping orc and Jarn’s eyes were instantly turned towards it. His
mind made up, he crept towards it, his mind imagining what might be within. This proved to be his downfall, for he
didn’t notice the upturned chair that lie in his way...
With a crash, Jarn fell to the floor, mere inches away from the orc’s face. Instantly it was alert, it’s hand tightening
around the haft of its battle axe. Both Jarn and the orc leapt to their feet, weapons ready. Both knew that only one
of them would leave this fight alive.
Tests
Many Encounters will call upon you to make a Test the Encounter; it may be something like, ‘make a
against one of your Hero’s characteristics. This will Strength Test (4+)’. This means roll your Strength
be written as ‘make a Strength Test’ or ‘make a die, and if you roll 4 or more, you pass; if you roll 3
Charm Test’. In order to make a Test, roll the die or less, you fail.
associated with the listed characteristic (so roll your
Strength die for a Strength Test, Charm die for a What happens if you pass or fail will be listed in the
Charm Test, and so on). Encounter.
Fighting Battles
Quite often you will be told to fight a battle against 1. Roll your Fighting Skill, then roll your
an enemy during an Encounter. Use the following opponent’s Fighting Skill. If your roll is
rules to simulate the battle. higher, proceed to step 2. If your opponent’s
roll is higher, proceed to step 3. If the rolls
Your enemy will be given a Fighting Skill and are equal, return to step 1.
Wounds score in the text, as well as a special
Damage and Armour score. You will need these 2. You have hit your opponent! Roll your
when determining the outcome of the battle. Strength die, adding any damage bonuses
you get from equipment or skills. Now, roll
your opponent’s Armour die. If your total is
CHARACTERISTICS
FIGHTING SKILL:
d6
MAGIC SKILL:
d4
STRENGTH:
d6
REFLEXES:
d6
ENDURANCE:
d6
KNOWLEDGE:
d6
CHARM:
d6
PERCEPTION:
d8
WOUNDS:
12
Reduce any Wounds your Hero loses by 1,
You may add +1 to any dice rolls you make
down to a minimum of 1.
when attempting to open a locked door or
chest.
2.
LUCKY
Blessed with a lucky streak a mile long, your Hero
8. EXPLORER
puts this to good use when on a Quest.
You have a knack at finding secret doors and hidden
passages.
Once per Quest, you may re-roll any one
failed Test.
You may add +1 to your Perception Tests
when rolling to find a secret door or passage.
3. TREASURE HUNTER
You know how to find even the best-hidden treasures.
9. MIND TRICK
Others say you are ‘lucky’, but when asked you
Your way with words and your quick wit allow you
simply tell them you can ‘smell’ gold.
to make friends with even the worst of enemies.
Whenever you find some coins, you may add
Once per Quest, you may attempt to talk
an extra 1 d6 to the amount found.
your way out of a battle instead of fighting.
Make a Charm Test (5+); if you pass, you
4. TRAPMASTER
count as defeating the enemy.
As the trap is sprung, you manage to leap out of the
way at the very last second!
10. MONSTROUS LORE
Your constant run ins with monsters and beasts has
If you fail a Test as a result of a trap, you
given you an extensive knowledge of how they
may re-roll the Test.
operate, their strengths and their weaknesses.
5. WEAPON SKILL
Whenever you have to fight a battle, you may
Your Hero has trained extensively with a particular
first make a Knowledge Test (5+). If you
weapon and can wield it with skill.
pass, you gain a +1 bonus to your Fighting
Skill for that battle.
Choose a weapon, such as a sword or spear.
When you use this weapon in battle, add +1
to your Fighting Skill roll.
Recently you have been spending some time in the most northern city in human lands, Gibston. This town has been
built and re-built over the years after suffering constant attacks from the orcish hordes of the north. The people are
tough and hardy, and town defence is the first thing on their minds.
It has come to your attention that a small band of orcs have taken up residence in the caves beneath Bloodfyre
Mountain, a dormant volcano a days ride north of Gibston. Rumour has it that a renegade human sorcerer named
Goraz leads them and that, over the years, he has amassed a hoard of treasure. You decide to investigate and ride out
to the mountain. Upon arriving you enter one of the caves. Inside it is damp and dark...
Encounters
1 - LOCKED DOOR Make a Reflexes test (3+). If you pass, you sneak
past the guard and may continue with the next
You come to a locked wooden door. There appears to be no Encounter. If you fail, the orc wakes up and attacks
keyhole, so you try to bash the door down. you!
Make a Strength Test (4+). If you fail, you get no Orc (Fighting Skill: d6; Damage d6+2; Armour: d8+1; 4
further in this Encounter. If you pass, continue Wounds)
reading.
If you beat it, you may take its sword (damage
The door flies open and you rush headlong into the room bonus +2) and 1 d6 coins.
beyond. Unfortunately for you, the floor gives way beneath
you, plunging you into a pit trap!
3 - GUARD ROOM
Make a Reflexes Test (4+). If you pass, you avoid
the trap. If you fail, you fall into the pit and lose 1 d6 Ahead of you is the door to a room. Listening at the door
Wounds. Either way, continue with the next you hear the sound of someone - or something - snoring.
Encounter. You open the door quietly and see a sleeping orc lying on a
straw bed. At the foot of the bed is something that tempts
you: a wooden chest. You decide to sneak in.
2 - SLEEPING GUARD
Make a Reflexes Test (3+). If you pass, you sneak
Rounding a corner in the tunnel you spot an orcish guard in, open the chest and take the treasure within (2 d6
sleeping at his post several metres up ahead. You decide to coins). If you fail, the orc wakes up and attacks you.
try and creep past.
6 - PRISONERS
4 - DRUNK ORCS
You follow a passage that slopes further into the earth.
An unholy cacophony of noise can be heard from up ahead. Eventually you come to a set of iron doors, each of them
Rounding a corner you spot two orcs singing and yelling at locked. Looking through the grills in the top of the doors
the top of their guttural voices, flagons of ale in their you realize this must be where the orcs keep their prisoners.
hands. They are very drunk and, upon seeing you, become Most of the prisoners are dead or dying, but one man tells
very aggressive! you that if you free him, he will come with you.
You have no choice but to fight them, one after the Make a Strength Test (5+) or Reflexes Test (5+) to
other. open the door. If you pass, you free the prisoner and
he makes good on his word: for the rest of this
Orc #1 (Fighting Skill: d6-1; Damage: d6+2; Armour: Quest he will accompany you, adding +1 to your
d8+1; 4 Wounds) Fighting Skill. If you fail you cannot open the door.
Continue with the next Encounter.
Orc #2 (Fighting Skill: d6-1; Damage: d6+2; Armour:
d8+1; 4 Wounds)
7 - UNDERGROUND RIVER
If you beat them you may take their swords (damage
bonus +2) and 2 d6 coins. The sound of rushing water gets louder as you head deeper
into the mountain. Eventually you come to a raging river.
The only way forward is to cross, so you wade into the
5 - LARDER cold, deep, fast flowing rapids...
You open the door to a small room and are immediately hit Make a Strength Test (4+). If you pass you make it
with the overpowering stench of rotting meat! You have across to the other side. If you fail, you make it
found the larder of the orcs, and it makes you sick to the across but not before being dashed on the rocks and
stomach. losing 1 d6 Wounds. Continue with the next
Encounter.
8 - STORE ROOM
You come to a locked door and decide to try and open it.
As you are making your way down a tunnel you are You follow a series of tunnels for what seems like an age.
surprised by a bellowing yell from behind you. Turning They twist and turn, doubling back on each other and
around you see a massive great orc charging at you! running every which way. Suddenly you come to an area
that seems familiar... and then it dawns on you. You are in a
You have no option but to fight. maze!
Great Orc (Fighting Skill: d8; Damage: d8+2; Armour: Make a Knowledge Test (4+). If you pass you
d8; 4 Wounds) navigate out of the maze. If you fail, you eventually
find your way out, but not before suffering from
If you win you may take his battle axe (+2 damage lack of food and water (lose 1 d4 Wounds). In
bonus, cannot be used with a shield) and 1 d6 coins. addition, when rolling for Encounters, reduce the
number you add to the roll by -3.
10 - ORCLINGS
14 - ORC SHAMAN
You enter a large, filthy chamber. At first you believe it to
be empty, but then you notice movement. Two young orcs You enter a chamber filled with all sorts of weird things.
rush at you, attempting to rend you with their teeth! Animal skulls (some of which you realize are human), body
parts, and vials of foul-smelling liquid line shelves around a
You must fight them one at a time. bubbling vat. Standing beside the vat is a grey-skinned orc
who seems startled by your appearance. He quickly recovers
Orcling #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3 and begins to chant in the language of magic.
Wounds)
Roll 1 d6 to see what spell the orc shaman casts.
Orcling #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds) d6
Spell
Effect
Or does it? Make a Perception Test (4+). If you fail, If you beat it, you find 1 d6 coins, a staff, and may
you find nothing and must continue on to the next make one roll on the Artifacts and Relics table.
Encounter. If you pass, you find a secret door that
leads further into the mountain. Roll for your next
Encounter twice, and choose which one you want to
play.
You enter a very dark room. The tunnel ends at an iron door.
If you do not have a lantern, you can go no further The door is locked. Make a Strength Test (5+) or a
here; continue with the next Encounter. If you do Reflexes Test (4+) to open the door. If you fail, move
have a lantern, continue. on to the next Encounter. If you pass, continue:
Your lantern lights the room enough for you to see that it The great iron door opens into a large, empty room.
is rather large, but mostly empty. A few empty bookcases
line the walls, and moldy and rotting rugs sit on the floor. Something doesn’t seem right... make a Magic Skill
Test (4+). If you fail, move on to the next Encounter.
Make a Perception Test (5+). If you fail, you find If you pass, continue:
nothing and must leave the room (continue with the
next Encounter). If you succeed, you find a secret You realize that the emptiness of the room is an illusion.
chamber behind one of the bookcases and within lies Using your magical ability, you dissipate the mana hiding
a prized treasure. Make a roll on the Artifacts and the contents of the room. When revealed, you are standing
Relics chart. near a pile of treasure.
You enter a large chamber. The first thing you notice is the
large, muscular orc who is berating his minions that cower 19 - PET DRAGON
on the floor beneath him. This must be some sort of
chieftain or general. A second later, it notices you. Kicking The tunnel you are following emerges into a massive
its underlings out of the way, it draws a massive sword and cavern. Within it are piles of treasure: gold, gems and
advances towards you. weapons are spread over the entire floor. But there is one
other thing that catches your attention: the large dragon
You must fight it. sitting on top of the pile of gold. The dragon is simply
staring at you, awaiting your next move.
Orc Chieftain (Fighting Skill: d8; Damage: d8+2;
Armour: d8; 7 Wounds).
d6
Spell
Effect
1-3
Arcane blast
A blast of mana hits you firmly in
the chest. Lose 1 d6 Wounds.
4
Forcefield
Goraz adds +1 to his Armour
5
Drain life
The sorcerer saps some of your
strength and transfers it to
himself. Lose 2 Wounds; Goraz
regains
2 Wounds.
6
Firesword
A flaming blade appears in the
sorcerer’s hands. He adds +1 to his
Fighting Skill.
Equipment List
Item
Cost
Special Rules
Battle axe
10 coins
+2 damage bonus, cannot be used with shield
Club
6 coins
+1 damage bonus
Dagger
2 coins
+0 damage bonus
Pole arm
25 coins
+3 damage bonus, cannot be used with shield
Staff
4 coins
+1 damage bonus, cannot be used with shield
Sword
15 coins
+2 damage bonus
Chain mail
15 coins
+2 armour bonus, -1 Reflexes
Full plate
50 coins
+4 armour bonus, -2 Reflexes
Leather armour
10 coins
+1 armour bonus
Plate mail
30 coins
+3 armour bonus, -1 Reflexes
Shield
5 coins
When hit, roll 1 d6; on 6, ignore all damage.
Bandages
3 coins
Restore 1 Wound, one use each
Healing potion
10 coins
Restores 1 d6 Wounds, one use only
Lantern
3 coins
One use only.
Rope
5 coins
+1 bonus when climbing
Once standard issue to all human soldiers, a
This item restores 1 Wound per Encounter
battlehelm adds +1 to your armour. This
that you pass through.
bonus is cumulative with other armour
bonuses.
8. RING OF TELEPORTATION
3.
SILVER SHIELD
This simple iron band allows you to escape
from one Encounter. You don’t count as
Covered with enchanted sigils, the silver
passing it. One use only.
shield acts as a normal shield, but also
decreases your opponents Fighting Skill by
-1. 9. ORB OF LIGHT
This crystal ball shines brightly, counting as
4. HEALING POTION
a lantern with unlimited uses.
This draught restores 1 d6 Wounds. One use
only. 10. ONYX TALISMAN
The onyx talisman surrounds the wearer
5. CURE ALL
with a halo of mana, which gives you a +3
armour bonus.
This draught restores all lost Wounds. One
use only.
d10: A dice with ten sides, numbered 0-9. The 0 is counted as 10.
Encounter: Quests are made up of Encounters, representing a different area of the Quest.
Level: A numerical value, ranging from 0 to 10, which indicates how powerful your Hero is.
Wounds: A measure of how healthy a Hero is. If a Hero has 0 Wounds, they are killed.